基础内容-7
Trail 完整Note
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Dreamteck.Splines;
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using Ichni.RhythmGame;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class CrossTrackPoint : BaseElement
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{
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public ElementFolder trackListFolder;
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public Track nowAttachedTrack;
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private int nowAttachedTrackIndex;
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public SplinePositioner trackPositioner;
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public FlexibleInt trackSwitch;
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public FlexibleFloat trackPercent;
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public static CrossTrackPoint GenerateElement(string elementName, Guid id, List<string> tags,
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ElementFolder elementFolder, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
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{
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CrossTrackPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, elementFolder.transform).AddComponent<CrossTrackPoint>();
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point.Initialize(elementName, id, tags);
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point.trackPositioner = point.gameObject.AddComponent<SplinePositioner>();
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point.nowAttachedTrackIndex = -1;
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point.trackListFolder = elementFolder;
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point.trackSwitch = trackSwitch;
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point.trackPercent = trackPercent;
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point.transformSubmodule = new TransformSubmodule(point);
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point.timeDurationSubmodule = new TimeDurationSubmodule(point);
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point.SetParent(elementFolder);
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return point;
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}
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private void Update()
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{
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if (trackPercent.animations.Count > 0)
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{
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trackSwitch.UpdateFlexibleInt(EditorManager.instance.songModule.songTime);
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trackPercent.UpdateFlexibleFloat(EditorManager.instance.songModule.songTime);
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SetPoint();
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}
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}
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private void SetPoint()
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{
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if (nowAttachedTrackIndex != trackSwitch.value && trackSwitch.value >= 0 && trackSwitch.value < trackListFolder.trackList.Count)
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{
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nowAttachedTrack = trackListFolder.trackList[trackSwitch.value];
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nowAttachedTrackIndex = trackSwitch.value;
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trackPositioner.spline = trackListFolder.trackList[trackSwitch.value].trackPathSubmodule.path;
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}
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trackPositioner.SetPercent(trackPercent.value);
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}
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}
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}
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